These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Cloaking device with fuel

First post First post
Author
Maximus Aerelius
PROPHET OF ENIGMA
#321 - 2013-08-16 14:00:38 UTC  |  Edited by: Maximus Aerelius
Debora Tsung wrote:
You guays are still at it?

My signature is itching like mad... Straight


Some people just can't admit that Cloaking isn't broken, peoples attitudes to it are and that Local is the problem and with it the absolutely faultless intel it provides.

Could be here some time even though Nag'o has said twice he was going never to return but just went all "AFK Cloaked" in the thread. How ironic!
TheGunslinger42
All Web Investigations
#322 - 2013-08-16 14:05:04 UTC
Even the slightest cap requirement acts as a hindrance to active players - infinitely more so than it does afk players, obviously, since active players will be doing things like warping around which eats cap.

And how do you propose the cap usage of a covert ops cloak is balanced? The cap reserve and recharge available in a cheetah is different to that available on a pilgrim or sin. How can you balance that modules cap usage across every size class of ship? How do you balance it across different fits - what if people load up on cap rechargers to counter it?

The idea that the requirements of the module would vary so wildly and the only consistency would be that it's mechanically made to always defeat whatever you do is just horrific and doesn't fit in with the game at all. Nothing else comes close to functioning like that, because it's a horrible and very clunky, artificial feeling limit.
Nag'o
Sebiestor Tribe
Minmatar Republic
#323 - 2013-08-16 14:07:45 UTC
seany1212 wrote:
Nag'o wrote:
seany1212 wrote:


But why does it need balancing if it's not about being realistic..?

I have read the entire thread, what you posted on page 3 is what stuck with me the most, the fact you demand it changing yet have not stated (STILL) how it affects you directly and a viable alternative.

Because it's science fiction, it doesn't have to be realistic, it just have to make sense. By making sense I mean cloaking should'nt be do things like turn your ship into an unicorn and jump you to Jita. Cloaking itself is not realistic. If you read past the third page you will se that I already rebated the submarine analogy by saying you can't just fit a nuclear reactor to a ship and make it submergible. So let's scrap out the 'realistic' real world analogies and think about things that make sense to the game.


Exactly, it doesn't have to be realistic, so permanently being able to cloak is a non-issue in realism. Cloaking itself is becoming a reality, search "bending light cloak" in google but it's an unrealistic idea with current technology. I did read your submarine analogy, funny thing is EvE is based on fluid dynamics so there's some form of irony you trashing the submarine analogy.

It only doesn't make sense to the game because it appears it works against your ideas and play style, there are many within the game that would think that maybe it does make sense, but I'm still waiting on the answer of 'how it affects you directly' and that was 2 posts ago...


Cloak turning your ship in an unicorn doesn't make sense to the game.
I was just making a differentiation of what means to be realistic and what means to make sense to tell you why it does not need to be necessarily more realistic to make sense. I don't want to talk about sciece or science fiction in this thread. I find all this stuff really cool and it does interest me but I'm focused in the game mechanics here. Being cloaked a whole day can make sense in the fiction aspect but it does not make sense in the strategic aspect of the game. It is unballanced strategically. I already made a lot of points of why it is so. If you want to adress these points or add a new one we haven't discussed yet I will gladly consider it too.





Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Teckos Pech
Hogyoku
Goonswarm Federation
#324 - 2013-08-16 14:12:21 UTC
Nag'o wrote:
Teckos Pech wrote:
Still waiting for an answer to my question.... Cry

What is your question and please state what's the point of it other than rethorical flourish.



My question is....

Tell me this, who see's who first. The pilot jumping into a system (does he see the people already in system), or the pilot(s) already in system (do they see the new comer first)?

And it is not just for rhetorical flourish. I've been playing this game for almost 6 years now. Not as long as some (e,g, Mag's and Maximus), but pretty long. You have been playing 2.5 years. I've been playing 2x as long as you. You've asked questions indicating that you don't know the mechanics of the game as well as somebody who has been playing longer. I'm not slamming you for that, some of this comes with experience.

So my question above is to see if you have learned something about the game that I, and the others in this thread already know. Because for many of the people who complain in these threads about AFK cloaking they miss the point the question above is trying to lead you too.

So its okay to guess...and get it wrong. Its okay to write, "I don't know." I'm not going to reply with "Noob, GTFO and STFU and HTFU."

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nag'o
Sebiestor Tribe
Minmatar Republic
#325 - 2013-08-16 14:23:46 UTC
TheGunslinger42 wrote:
Even the slightest cap requirement acts as a hindrance to active players - infinitely more so than it does afk players, obviously, since active players will be doing things like warping around which eats cap.

And how do you propose the cap usage of a covert ops cloak is balanced? The cap reserve and recharge available in a cheetah is different to that available on a pilgrim or sin. How can you balance that modules cap usage across every size class of ship? How do you balance it across different fits - what if people load up on cap rechargers to counter it?

The idea that the requirements of the module would vary so wildly and the only consistency would be that it's mechanically made to always defeat whatever you do is just horrific and doesn't fit in with the game at all. Nothing else comes close to functioning like that, because it's a horrible and very clunky, artificial feeling limit.


This post is from page number 2:
Callic Veratar wrote:
The only even remotely acceptable thing I can think of would be that if you cloak, your capacitor stops charging as it's feeding the cloak exclusively. That doesn't really resolve your problem, though, does it. Since if you don't bounce around constantly, you can still AFK cloak forever.


Add a 1 unit cap consumption to that and we're now going somewhere. I will not address how this can possibly affect every single ship in the game, that is what I said before is a dev job. Covert ops are indeed a thing to consider separatelly though. I think this idea would add some purpose to the Warp Core Optimizer rigs and ship bonus to warp consumption. Maybe add those bonus to cov-ops?


Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nag'o
Sebiestor Tribe
Minmatar Republic
#326 - 2013-08-16 14:26:12 UTC
Teckos Pech wrote:
Nag'o wrote:
Teckos Pech wrote:
Still waiting for an answer to my question.... Cry

What is your question and please state what's the point of it other than rethorical flourish.



My question is....

Tell me this, who see's who first. The pilot jumping into a system (does he see the people already in system), or the pilot(s) already in system (do they see the new comer first)?

And it is not just for rhetorical flourish. I've been playing this game for almost 6 years now. Not as long as some (e,g, Mag's and Maximus), but pretty long. You have been playing 2.5 years. I've been playing 2x as long as you. You've asked questions indicating that you don't know the mechanics of the game as well as somebody who has been playing longer. I'm not slamming you for that, some of this comes with experience.

So my question above is to see if you have learned something about the game that I, and the others in this thread already know. Because for many of the people who complain in these threads about AFK cloaking they miss the point the question above is trying to lead you too.

So its okay to guess...and get it wrong. Its okay to write, "I don't know." I'm not going to reply with "Noob, GTFO and STFU and HTFU."


'I'M PLAYING FOR MORE TIME SO I AM MORE RIGHT THAN YOU!"

Who sees whos first? I don't know. Depends on what each player is doing.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

seany1212
M Y S T
#327 - 2013-08-16 14:27:54 UTC
Nag'o wrote:

Cloak turning your ship in an unicorn doesn't make sense to the game.
I was just making a differentiation of what means to be realistic and what means to make sense to tell you why it does not need to be necessarily more realistic to make sense. I don't want to talk about sciece or science fiction in this thread. I find all this stuff really cool and it does interest me but I'm focused in the game mechanics here. Being cloaked a whole day can make sense in the fiction aspect but it does not make sense in the strategic aspect of the game. It is unballanced strategically. I already made a lot of points of why it is so. If you want to adress these points or add a new one we haven't discussed yet I will gladly consider it too.


Of course it makes sense in a strategic aspect, if i wait all day cloaked and somebody starts doing sites in a 20 billion isk nightmare while knowing full well that i'm in system then i'll revel in the kill and feel it was more than worth it strategically. At the end of the day you as the other player gave me that kill opportunity.

You made your points of why you feel it should be changed, but as I've been trying to 'address' the whole time, how does somebody who is cloaked indefinitely affect your gameplay?
Nikk Narrel
Moonlit Bonsai
#328 - 2013-08-16 14:36:25 UTC
Nag'o wrote:
Teckos Pech wrote:
Nag'o wrote:
Teckos Pech wrote:
Still waiting for an answer to my question.... Cry

What is your question and please state what's the point of it other than rethorical flourish.



My question is....

Tell me this, who see's who first. The pilot jumping into a system (does he see the people already in system), or the pilot(s) already in system (do they see the new comer first)?

And it is not just for rhetorical flourish. I've been playing this game for almost 6 years now. Not as long as some (e,g, Mag's and Maximus), but pretty long. You have been playing 2.5 years. I've been playing 2x as long as you. You've asked questions indicating that you don't know the mechanics of the game as well as somebody who has been playing longer. I'm not slamming you for that, some of this comes with experience.

So my question above is to see if you have learned something about the game that I, and the others in this thread already know. Because for many of the people who complain in these threads about AFK cloaking they miss the point the question above is trying to lead you too.

So its okay to guess...and get it wrong. Its okay to write, "I don't know." I'm not going to reply with "Noob, GTFO and STFU and HTFU."


'I'M PLAYING FOR MORE TIME SO I AM MORE RIGHT THAN YOU!"

Who sees whos first? I don't know. Depends on what each player is doing.

Work from it backwards.

The hostile player is changing system. His client sends the server the update relaying this, and begins to unload the previous data and load the data on the new system.

The local PvE player is not loading ANY new data, so his client is ready the moment the server enters the name of a new player into chat.
The hostile player, halfway through this data exchange, is now listed in the new system.

The local PvE player, seeing the hostile name, hits warp.
Depending on his system speed, the hostile player finishes loading in the new system's data, and can now react to the information. OH, look, a possible target group.

Too bad they all went into warp 5 seconds ago, and are now safe by the time hostile player finishes aligning to anything.
Teckos Pech
Hogyoku
Goonswarm Federation
#329 - 2013-08-16 14:45:31 UTC  |  Edited by: Teckos Pech
Nag'o wrote:
Teckos Pech wrote:
Nag'o wrote:
Teckos Pech wrote:
Still waiting for an answer to my question.... Cry

What is your question and please state what's the point of it other than rethorical flourish.



My question is....

Tell me this, who see's who first. The pilot jumping into a system (does he see the people already in system), or the pilot(s) already in system (do they see the new comer first)?

And it is not just for rhetorical flourish. I've been playing this game for almost 6 years now. Not as long as some (e,g, Mag's and Maximus), but pretty long. You have been playing 2.5 years. I've been playing 2x as long as you. You've asked questions indicating that you don't know the mechanics of the game as well as somebody who has been playing longer. I'm not slamming you for that, some of this comes with experience.

So my question above is to see if you have learned something about the game that I, and the others in this thread already know. Because for many of the people who complain in these threads about AFK cloaking they miss the point the question above is trying to lead you too.

So its okay to guess...and get it wrong. Its okay to write, "I don't know." I'm not going to reply with "Noob, GTFO and STFU and HTFU."


'I'M PLAYING FOR MORE TIME SO I AM MORE RIGHT THAN YOU!"

Who sees whos first? I don't know. Depends on what each player is doing.



Jesus Nag'o it that is not what I said. I said, that via actual in game experience I and others may have more knowledge of the game and that isn't something that makes you automatically wrong, but it is something to keep in mind.

Case in point your answer.

You have two pilots Joe and Bob. Joe is system A, Bob is in the adjoining system, B. Bob jumps into A. Before Bob even has a chance to load grid in system A, Joe will see him in local. Thus, Joe has a distinct advantage over Bob. It does not matter who is doing what. I have tested this many times with my main (Teckos) and my alts.

This is why guys like Nikk say ratting/mining/PVE in null is so safe. By paying attention and having the right fit and/or doing the right thing (staying aligned for example) Joe can always avoid Bob. Unless Joe messes up (is not aligned, does not have a cloak fit to his ship, etc.) or is unlucky (e.g. a rat has just warp scrambled his ship), Joe will always get away from Bob no matter what Bob does.

I have gone on roams where we've tried to catch ratters and belt rushing has never worked. Sending in a scout with combat probes has never worked. They always end up in a POS, docked, or even nowhere to be found (e.g. no station, no POS, therefore almost surely cloaked at a safe).

So, Nag'o how about we put the shoe on the other foot? We change the game mechanics so any pilot entering system will not show in local for at least 1-5 second (make it random over that interval, with the mean/median being 2.5 seconds or something to this effect)? At the same time we'll put a timer on cloaks but one where active pilots can quickly and simply keep the cloak active so active pilots can keep their cloak while active.

Edit: We can play with the actual numbers so that a hostile entering system has a roughly 25% chance of catching a ratter. How does that sound?

I'm guessing you'll hate this idea. P

Edit 2: Also see Nikk's reponse. He explains why it works pretty well.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

TheGunslinger42
All Web Investigations
#330 - 2013-08-16 15:08:32 UTC
Nag'o wrote:
TheGunslinger42 wrote:
Even the slightest cap requirement acts as a hindrance to active players - infinitely more so than it does afk players, obviously, since active players will be doing things like warping around which eats cap.

And how do you propose the cap usage of a covert ops cloak is balanced? The cap reserve and recharge available in a cheetah is different to that available on a pilgrim or sin. How can you balance that modules cap usage across every size class of ship? How do you balance it across different fits - what if people load up on cap rechargers to counter it?

The idea that the requirements of the module would vary so wildly and the only consistency would be that it's mechanically made to always defeat whatever you do is just horrific and doesn't fit in with the game at all. Nothing else comes close to functioning like that, because it's a horrible and very clunky, artificial feeling limit.


This post is from page number 2:
Callic Veratar wrote:
The only even remotely acceptable thing I can think of would be that if you cloak, your capacitor stops charging as it's feeding the cloak exclusively. That doesn't really resolve your problem, though, does it. Since if you don't bounce around constantly, you can still AFK cloak forever.


Add a 1 unit cap consumption to that and we're now going somewhere. I will not address how this can possibly affect every single ship in the game, that is what I said before is a dev job. Covert ops are indeed a thing to consider separatelly though. I think this idea would add some purpose to the Warp Core Optimizer rigs and ship bonus to warp consumption. Maybe add those bonus to cov-ops?




Except this idea - stopping cap recharge + using 1 extra more per cycle - is absolutely truly disastrous for active players. You can't handwave such a heavily flawed core concept with "let the devs figure it out!" because the idea is so twisted and broken that it simply can never ever work.
Teckos Pech
Hogyoku
Goonswarm Federation
#331 - 2013-08-16 15:10:03 UTC
Maximus Aerelius wrote:
Nag'o wrote:
The cap drain can't be drastic to the point it ruin the active players game, just something that add the risk of module deactivation if people just ignore the fact that their character is online and in dangerous space. Maybe just 1 tick above cap recharge.

For adding risk to nullbears there's already the remove local idea. I approve it. It doesn't change the problem of afk cloaking in lowsec though hence I chose to address this problem. We good?


1 tick above flat out no cap you mean? And how would that not destroy cloaking for the active player i.e. Me!?


Maximus is right. This change would render currently cap stable, and even mildly cap unstable fits cap unstable in a possibly rather dramatic way. The suggested change in unacceptable because it hurts non-AFK players even harder than the AFK players...something that is directly contradictory to your stated views.

So you need to re-work your entire proposal.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

TheGunslinger42
All Web Investigations
#332 - 2013-08-16 15:12:06 UTC
Or he should just be honest and say that he wants to heavily nerf anyone who isn't himself and eliminate all risk to himself in nullsec.

Because thats what every single thing he's said has been driving at, despite his claims to the contrary
Maximus Aerelius
PROPHET OF ENIGMA
#333 - 2013-08-16 15:24:11 UTC
Maximus Aerelius wrote:
Nag'o wrote:
My point is people in space must be playing the game. What they do outside it is not my problem.


Then everyone requires fuel because then and only then can you ensure that everyone is playing the game. And you are just assuming by the way as you have countless times in this thread that so-and-so didn't read past Page 3,

Just who do you think you are to demand that everyone be actively playing the game? Is the person sat in system for four hours at a safe spot waiting for his friends to show up and add to a gate-camp active? No, he isn't he's just sat there and watching YouTube but you don't want him to use fuel do you?

But you DO want Cloaked ships to use fuel...now why is that? Ah yes, because you fear the cloaker, you have the sense that you are not alone and you are not alone, he maybe there cloaked or he may just be there in a non-cloaked ship, you don't know where he is but he's there or maybe he isn't. Maybe he's AFK but you don't like the fear and it runs deep within you.

You don't want to dock\safespot up or move systems or have buddies on standby or even change your Max ISK\PH fit for a little extra security so you "Forum Whine" and complain "NERF CLOAKS MOAR".

EDIT: The only reason you know you are not alone is...aww here we go again: Local.


Several questions in there are feel free to comment but I think it's undeniable what you want and is pretty much as laid out above.
Maximus Aerelius
PROPHET OF ENIGMA
#334 - 2013-08-16 15:26:26 UTC
TheGunslinger42 wrote:
Or he should just be honest and say that he wants to heavily nerf anyone who isn't himself and eliminate all risk to himself in nullsec.

Because thats what every single thing he's said has been driving at, despite his claims to the contrary


Well according to Nag'o himself (and I'm glad he didn't have one of those long and difficult names cos my memory is shot!) he doesn't play in Null but this could be applied to Null and Low.
Maximus Aerelius
PROPHET OF ENIGMA
#335 - 2013-08-16 15:32:59 UTC  |  Edited by: Maximus Aerelius
I'd love to see how many WH Residents post these "Features and Ideas" on nerfing cloaks up you know. I'm going to take a guess at none of them because they use them and they counter them every single day. They put in effort, refine their skills and protect where they live\operate\are operating.

Now let's compare that to the Null\Low Sec pilot: Benefits from Local intel that immediately, before the incoming "hostile pilot" even sees the gate he's come through, tells the pilots in that system that someone has come in. That's a good 2-5 seconds of free reaction time.

Let's assume they don't react but stay "on target" mining\ratting\whatever. The guy that just entered is a Cov-Ops pilot, he warps to a planet cloaked and finds you in a belt. He warps in but that 100km Veldspar roid bounces him and his cloak drops. He can't cloak because of the roid and you've started to target him so he definitely cannot recloak. So he's maneuvering like crazy trying to get aligned while you send your drones in on his paper-thin tank.

Cov-Ops pilot 0-1 Ratter

Now...show me where there's no risk to a Cov-Ops pilot and why you think this needs nerfing?

I've already given you an example of how a gate camp successfully caught and killed a Prowler (Blockade Runner)...and I'm pretty damn sure that's not the only Cov-Ops that's ever been caught and killed successfully.
Nag'o
Sebiestor Tribe
Minmatar Republic
#336 - 2013-08-16 16:11:26 UTC
seany1212 wrote:
Nag'o wrote:

Cloak turning your ship in an unicorn doesn't make sense to the game.
I was just making a differentiation of what means to be realistic and what means to make sense to tell you why it does not need to be necessarily more realistic to make sense. I don't want to talk about sciece or science fiction in this thread. I find all this stuff really cool and it does interest me but I'm focused in the game mechanics here. Being cloaked a whole day can make sense in the fiction aspect but it does not make sense in the strategic aspect of the game. It is unballanced strategically. I already made a lot of points of why it is so. If you want to adress these points or add a new one we haven't discussed yet I will gladly consider it too.


Of course it makes sense in a strategic aspect, if i wait all day cloaked and somebody starts doing sites in a 20 billion isk nightmare while knowing full well that i'm in system then i'll revel in the kill and feel it was more than worth it strategically. At the end of the day you as the other player gave me that kill opportunity.

You made your points of why you feel it should be changed, but as I've been trying to 'address' the whole time, how does somebody who is cloaked indefinitely affect your gameplay?


It doesn't make sense because strategy games must be balanced. The way it is now there is no drawback for leaving your character in a cloaked ship in space while you're not playing the game. On the other side, every other ship in the system is in tactical disadvantage because the players MUST be active if they want to counter a possible threat.


Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nag'o
Sebiestor Tribe
Minmatar Republic
#337 - 2013-08-16 16:14:58 UTC
Nikk Narrel wrote:
Nag'o wrote:
Teckos Pech wrote:
Nag'o wrote:
Teckos Pech wrote:
Still waiting for an answer to my question.... Cry

What is your question and please state what's the point of it other than rethorical flourish.



My question is....

Tell me this, who see's who first. The pilot jumping into a system (does he see the people already in system), or the pilot(s) already in system (do they see the new comer first)?

And it is not just for rhetorical flourish. I've been playing this game for almost 6 years now. Not as long as some (e,g, Mag's and Maximus), but pretty long. You have been playing 2.5 years. I've been playing 2x as long as you. You've asked questions indicating that you don't know the mechanics of the game as well as somebody who has been playing longer. I'm not slamming you for that, some of this comes with experience.

So my question above is to see if you have learned something about the game that I, and the others in this thread already know. Because for many of the people who complain in these threads about AFK cloaking they miss the point the question above is trying to lead you too.

So its okay to guess...and get it wrong. Its okay to write, "I don't know." I'm not going to reply with "Noob, GTFO and STFU and HTFU."


'I'M PLAYING FOR MORE TIME SO I AM MORE RIGHT THAN YOU!"

Who sees whos first? I don't know. Depends on what each player is doing.

Work from it backwards.

The hostile player is changing system. His client sends the server the update relaying this, and begins to unload the previous data and load the data on the new system.

The local PvE player is not loading ANY new data, so his client is ready the moment the server enters the name of a new player into chat.
The hostile player, halfway through this data exchange, is now listed in the new system.

The local PvE player, seeing the hostile name, hits warp.
Depending on his system speed, the hostile player finishes loading in the new system's data, and can now react to the information. OH, look, a possible target group.

Too bad they all went into warp 5 seconds ago, and are now safe by the time hostile player finishes aligning to anything.


You're assuming every PvE player in local is a paranoid freak. That may be true to nullsec. And removing local can work and be a cool thing for nullsec. That is not true for lowsec though. There are very few big alliances in lowsec compared to null, so you are never sure if the guy entering the system is a potential foe or not.



Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Lucas Kell
Solitude Trading
S.N.O.T.
#338 - 2013-08-16 16:15:48 UTC
Maximus Aerelius wrote:
I'd love to see how many WH Residents post these "Features and Ideas" on nerfing cloaks up you know. I'm going to take a guess at none of them because they use them and they counter them every single day. They put in effort, refine their skills and protect where they live\operate\are operating.

Now let's compare that to the Null\Low Sec pilot: Benefits from Local intel that immediately, before the incoming "hostile pilot" even sees the gate he's come through, tells the pilots in that system that someone has come in. That's a good 2-5 seconds of free reaction time.

Let's assume they don't react but stay "on target" mining\ratting\whatever. The guy that just entered is a Cov-Ops pilot, he warps to a planet cloaked and finds you in a belt. He warps in but that 100km Veldspar roid bounces him and his cloak drops. He can't cloak because of the roid and you've started to target him so he definitely cannot recloak. So he's maneuvering like crazy trying to get aligned while you send your drones in on his paper-thin tank.

Cov-Ops pilot 0-1 Ratter

Now...show me where there's no risk to a Cov-Ops pilot and why you think this needs nerfing?

I've already given you an example of how a gate camp successfully caught and killed a Prowler (Blockade Runner)...and I'm pretty damn sure that's not the only Cov-Ops that's ever been caught and killed successfully.

Not getting in on any side of this minefield of an argument, but I just wanted to say, any covops pilot that gets killed outside of a war was either flying it wrong or half asleep.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Maximus Aerelius
PROPHET OF ENIGMA
#339 - 2013-08-16 16:21:53 UTC  |  Edited by: Maximus Aerelius
Nag'o wrote:
It doesn't make sense because strategy games must be balanced.


This isn't a strategy game in the purest form it's an MMO:



Removed for possibly being a bit picky and argumentative. Apologies.
Maximus Aerelius
PROPHET OF ENIGMA
#340 - 2013-08-16 16:23:35 UTC
Nag'o wrote:
You're assuming every PvE player in local is a paranoid freak. That may be true to nullsec. And removing local can work and be a cool thing for nullsec. That is not true for lowsec though. There are very few big alliances in lowsec compared to null, so you are never sure if the guy entering the system is a potential foe or not.


Every guy entering system IS a potential foe until deemed otherwise...this is how you stay alive. Roll